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authorTorbjörn Andersson2003-11-11 07:43:02 +0000
committerTorbjörn Andersson2003-11-11 07:43:02 +0000
commit446a01ba09192a132ee9b6e40129161a7ec09be0 (patch)
tree720edb242a2b0ef813092c01d5efc76d000e37ff /sword2/driver/rdwin.cpp
parent0bcc7ce80eb6a8daa35bf2591281974cceff8078 (diff)
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Moved low-level keyboard and mouse handling to a new Input class, and
renamed the Display class Graphics for no better reason than me liking the phrase "sound and graphics" better than "sound and display". svn-id: r11258
Diffstat (limited to 'sword2/driver/rdwin.cpp')
-rw-r--r--sword2/driver/rdwin.cpp30
1 files changed, 14 insertions, 16 deletions
diff --git a/sword2/driver/rdwin.cpp b/sword2/driver/rdwin.cpp
index 911bc1b646..050e8b3021 100644
--- a/sword2/driver/rdwin.cpp
+++ b/sword2/driver/rdwin.cpp
@@ -20,8 +20,6 @@
#include "common/stdafx.h"
#include "sword2/sword2.h"
#include "sword2/driver/driver96.h"
-#include "sword2/driver/_mouse.h"
-#include "sword2/driver/keyboard.h"
#include "sword2/driver/d_draw.h"
#include "sword2/driver/render.h"
#include "sword2/driver/menu.h"
@@ -33,29 +31,29 @@ namespace Sword2 {
// OSystem Event Handler. Full of cross platform goodness and 99% fat free!
// ---------------------------------------------------------------------------
-void Sword2Engine::parseEvents() {
+void Input::parseEvents(void) {
OSystem::Event event;
- while (_system->poll_event(&event)) {
- switch(event.event_code) {
+ while (g_system->poll_event(&event)) {
+ switch (event.event_code) {
case OSystem::EVENT_KEYDOWN:
- WriteKey(event.kbd.ascii, event.kbd.keycode, event.kbd.flags);
+ writeKey(event.kbd.ascii, event.kbd.keycode, event.kbd.flags);
break;
case OSystem::EVENT_MOUSEMOVE:
- g_display->_mouseX = event.mouse.x;
- g_display->_mouseY = event.mouse.y - MENUDEEP;
+ _mouseX = event.mouse.x;
+ _mouseY = event.mouse.y - MENUDEEP;
break;
case OSystem::EVENT_LBUTTONDOWN:
- LogMouseEvent(RD_LEFTBUTTONDOWN);
+ logMouseEvent(RD_LEFTBUTTONDOWN);
break;
case OSystem::EVENT_RBUTTONDOWN:
- LogMouseEvent(RD_RIGHTBUTTONDOWN);
+ logMouseEvent(RD_RIGHTBUTTONDOWN);
break;
case OSystem::EVENT_LBUTTONUP:
- LogMouseEvent(RD_LEFTBUTTONUP);
+ logMouseEvent(RD_LEFTBUTTONUP);
break;
case OSystem::EVENT_RBUTTONUP:
- LogMouseEvent(RD_RIGHTBUTTONUP);
+ logMouseEvent(RD_RIGHTBUTTONUP);
break;
case OSystem::EVENT_QUIT:
g_sword2->closeGame();
@@ -66,7 +64,7 @@ void Sword2Engine::parseEvents() {
}
}
-void Display::setNeedFullRedraw() {
+void Graphics::setNeedFullRedraw() {
_needFullRedraw = true;
}
@@ -75,8 +73,8 @@ void Display::setNeedFullRedraw() {
* windows and the interface it provides.
*/
-void Display::updateDisplay(void) {
- g_sword2->parseEvents();
+void Graphics::updateDisplay(void) {
+ g_input->parseEvents();
fadeServer();
// FIXME: We re-render the entire picture area of the screen for each
@@ -95,7 +93,7 @@ void Display::updateDisplay(void) {
* Set the window title
*/
-void Display::setWindowName(const char *windowName) {
+void Graphics::setWindowName(const char *windowName) {
OSystem::Property prop;
prop.caption = windowName;